Module:AbilityTableGive feedback
This module exposes two functions.
rendergenerates a table of hero abilities matching a named list, and is invoked via{{AbilityTable}}.is_member(list, ability_key, ability_num)is a shared function that decides whether a single ability belongs to a list (applying the same properties and exclusions); it is used both internally byrenderand externally by Module:AbilityHints, so the ability-hint icons always stay in sync with these tables.
See also
- Template:AbilityTable — the template that invokes this module
- Module:AbilityTable/Lists — defines which properties each list matches on, and which abilities to exclude
- Module:AbilityTable/Notes — editor-authored notes displayed in the Notes column
- Module:AbilityTable/ComplexRenderers — custom column renderers for lists that need more than just Notes
- Module:AbilityHints — reuses
is_memberto render interaction-hint icons on ability cards
-- Module:AbilityTables
-- Renders sortable wikitables of abilities filtered by a named stat.
-- Backing module for Template:AbilityTable.
--
-- Usage on wiki pages: {{AbilityTable|charges}}
--
-- ============================================================
-- ADDING A NEW STAT
-- ============================================================
-- 1. Add an entry to stat_to_props mapping the friendly name
-- (lowercase) to the internal AbilityData property keys that
-- determine whether an ability appears in the table.
--
-- 2. Optionally add a matching entry to extra_columns to show
-- additional data columns beyond Hero and Ability.
-- Copy the "charges" block as a template:
-- - headers: ordered list of column header strings
-- (do not include "Notes" — it is added automatically)
-- - get_cells: function(ability) -> { ["Column Name"] = value }
-- The ability is guaranteed to match the stat.
-- Return nil or omit a key to show "—" in that cell.
-- If no extra_columns entry is added, only Hero and Ability
-- columns are shown (plus Notes if human notes exist).
--
-- 3. Optionally add entries to column_suffix to append a unit
-- string (e.g. "s", "%") after values in specific columns.
--
-- 4. Optionally add human-authored notes to human_notes:
-- human_notes["stat"]["Ability Name"] = "Note text."
-- Notes are appended as a Notes column automatically.
-- ============================================================
local p = {}
local GameData = require("Module:GameData")
-- Maps lowercase friendly stat names to internal AbilityData property keys.
local stat_to_props = {
["charges"] = { "AbilityCharges" },
}
-- Maps column header names to their display unit suffix.
local column_suffix = {
["Time Between Charges"] = "s",
}
-- Human-authored notes, appended to the Notes column.
-- Keyed by stat name, then by ability display Name.
local human_notes = {
["charges"] = {
["Jar of Dead"] = "Charges by being near when anything dies.",
},
}
-- ============================================================
-- Shared helpers
-- ============================================================
local function num_val(v)
if type(v) == "number" then return v end
if type(v) == "table" then return v["Value"] end
return nil
end
-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
-- first appearance, or nil if the field is absent from all upgrade tiers.
local function find_in_upgrades(ability, field)
local upgrades = ability["Upgrades"]
if type(upgrades) ~= "table" then return nil end
for i, tier in ipairs(upgrades) do
if type(tier) == "table" and tier[field] ~= nil then
return { tier = i, value = num_val(tier[field]) }
end
end
return nil
end
-- ============================================================
-- Per-stat cell renderers
-- Each function receives a guaranteed-matching ability record
-- and returns { ["Column Name"] = value } for extra columns.
-- Human notes and the Notes column are handled by the framework.
-- ============================================================
local function charges_cells(ability)
local base_charges = num_val(ability["AbilityCharges"])
local base_cooldown = ability["AbilityCooldownBetweenCharge"]
local has_base = base_charges ~= nil and base_charges > 0
local upgrade_info = find_in_upgrades(ability, "AbilityCharges")
local cooldown, upgrade_cooldown
if has_base then
if type(base_cooldown) == "number" and base_cooldown > 0 then
cooldown = base_cooldown
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then cooldown = cd.value end
end
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end
end
local cells = {}
if has_base then
cells["Charges"] = tostring(base_charges)
if cooldown then
cells["Time Between Charges"] = tostring(cooldown)
end
end
local note_parts = {}
if upgrade_info then
local n = upgrade_info.value or "?"
local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
if has_base then
table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade.")
else
local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown"
table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier
.. " upgrade with " .. charge_str
.. " and " .. cd_str .. " time between charges.")
end
end
if ability["AbilityChargesConditionally"] ~= nil then
table.insert(note_parts, "Has a conditional charge.")
end
if #note_parts > 0 then
cells["Notes"] = table.concat(note_parts, " ")
end
return cells
end
local extra_columns = {
["charges"] = {
headers = { "Charges", "Time Between Charges" },
get_cells = charges_cells,
},
}
-- ============================================================
-- Hero lookup (ability key -> { heroName, abilityNum })
-- ============================================================
local _hero_lookup = nil
local function build_hero_lookup()
if _hero_lookup then return _hero_lookup end
_hero_lookup = {}
local hero_data = mw.loadJsonData("Data:HeroData.json")
local active_heroes = {}
for _, hero in pairs(hero_data) do
if type(hero) == "table"
and hero["IsDisabled"] == false
and type(hero["Name"]) == "string"
and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
then
active_heroes[hero["Name"]] = true
end
end
local cards = mw.loadJsonData("Data:AbilityCards.json")
for _, hero_entry in pairs(cards) do
if type(hero_entry) == "table" then
local hero_name = hero_entry["Name"]
if hero_name and active_heroes[hero_name] then
for slot_str, ability in pairs(hero_entry) do
local slot_num = tonumber(slot_str)
if slot_num and type(ability) == "table" and ability["Key"] then
_hero_lookup[ability["Key"]] = {
heroName = hero_name,
abilityNum = slot_num,
}
end
end
end
end
end
return _hero_lookup
end
-- ============================================================
-- Entry point
-- ============================================================
function p.abilityPropTable(frame)
local stat = mw.text.trim(frame.args[1] or ""):lower()
local internal_keys = stat_to_props[stat]
if not internal_keys then
return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
end
local lookup = build_hero_lookup()
local spec = extra_columns[stat]
local headers = spec and spec.headers or {}
local get_cells = spec and spec.get_cells or function() return {} end
local stat_notes = human_notes[stat]
local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
-- Keep only abilities belonging to active, released heroes
local filtered = {}
for _, ability in ipairs(abilities) do
local key = ability["Key"]
if key and lookup[key] then
table.insert(filtered, ability)
end
end
if #filtered == 0 then
return "No abilities found for stat: " .. stat
end
-- Sort by hero name, then ability slot number
table.sort(filtered, function(a, b)
local ia = lookup[a["Key"]]
local ib = lookup[b["Key"]]
if ia.heroName ~= ib.heroName then
return ia.heroName < ib.heroName
end
return ia.abilityNum < ib.abilityNum
end)
-- Determine whether a Notes column is needed:
-- either the stat renderer produces notes, or human notes exist for this stat.
local needs_notes = stat_notes ~= nil
if not needs_notes then
for _, ability in ipairs(filtered) do
local extra = get_cells(ability)
if extra["Notes"] then
needs_notes = true
break
end
end
end
-- Build final header list: declared headers + Notes if needed
local final_headers = {}
for _, h in ipairs(headers) do table.insert(final_headers, h) end
if needs_notes then table.insert(final_headers, "Notes") end
-- Render wikitable
local out = {}
local header_row = "! Hero !! Ability"
if #final_headers > 0 then
header_row = header_row .. " !! " .. table.concat(final_headers, " !! ")
end
table.insert(out, '{| class="wikitable sortable"')
table.insert(out, header_row)
for _, ability in ipairs(filtered) do
local info = lookup[ability["Key"]]
local hero_cell = frame:expandTemplate{
title = "HeroIcon",
args = { info.heroName }
}
local ability_cell = frame:expandTemplate{
title = "AbilityIcon",
args = { ability["Name"] }
}
local cells = { hero_cell, ability_cell }
local extra = get_cells(ability)
-- Append human note to any renderer-generated note
if stat_notes and stat_notes[ability["Name"]] then
local human = stat_notes[ability["Name"]]
extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
end
for _, header in ipairs(final_headers) do
local value = extra[header]
if value ~= nil then
local suffix = column_suffix[header] or ""
table.insert(cells, value .. suffix)
else
table.insert(cells, "—")
end
end
table.insert(out, "|-")
table.insert(out, "| " .. table.concat(cells, " || "))
end
table.insert(out, "|}")
return table.concat(out, "\n")
end
return p